#GLOBAL
varying lowp vec4 Position_VSPS;
varying lowp vec2 Texcoord_VSPS;

uniform lowp vec2 Location;
#END

#VS
attribute lowp vec3 Position0;
attribute lowp vec2 Texcoord0;

void main()
{
	lowp vec3 loc = lowp vec3(Position0.xy + Location, Position0.z);
	gl_Position = Position_VSPS = lowp vec4(loc, 1);
	Texcoord_VSPS = loc.xy;
}
#END

#PS
void main()
{
	lowp float dis = distance(Location, Texcoord_VSPS);
	if (.1 - dis < 0.0) discard;

	gl_FragData[0] = lowp vec4(0, 0, 1, 1);
}
#END

